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 Hottest Sourcebooks, German (and English) from Mongoose

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2300AD: Black as Pitch

2300AD: Black as Pitch


Black as Pitch is the thirdadventure in the Grendelssaga (after Rescue Run and Salvage Rights), a series of three adventures set on the rogue world of Grendel, in the Queen Alice’s Star system. Grendel is largely unexplored, an uninhabitable world in the next orbit out from the human colony world of Beowulf. The British colonial government of Alicia is eager to engage with the Pentapods, having...   [click here for more]
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2300AD: French Arm Adventures

2300AD: French Arm Adventures


Explore the sights and mysteries of the French Arm, one of humanity’s main thrusts into the depths of space. This book contains a series of linked adventures set in the French Arm, allowing you to kick start a 2300AD campaign quickly and with the minimum of fuss. Combined with the forthcoming French Arm sourcebook, referees will have everything they need for months of adventuring through an...   [click here for more]
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2300AD: Hard Suits, Combat Walkers and Battlesuits

2300AD: Hard Suits, Combat Walkers and Battlesuits


This new supplement for 2300AD expands the roles of combat walkers, hard suits and battlesuits, introducing new designs ready to take to the stars. Battlesuits are clam-shell-style unpowered armour (sometimes with assistive exoskeletons), while hard suits are humanoid suits of powered combat armour with enhanced capabilities. Combat walkers are the large but lightweight, non-humanoid walking vehicles....   [click here for more]
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2300AD: Rescue Run

2300AD: Rescue Run


Rescue Run is the first adventure in the Grendelssaga, a series of three adventures set on the rogue world of Grendel, in the Queen Alice’s Star system. Grendel is largely unexplored, an uninhabitable world in the next orbit out from the human colony world of Beowulf. Rescue Run introduces the world of Grendel and its conditions, and is a sourcebook for the small outpost run by the University...   [click here for more]
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2300AD: Salvage Rights

2300AD: Salvage Rights


Salvage Rights is the second adventure in the Grendelssaga (after Rescue Run), a series of three adventures set on the rogue world of Grendel, in the Queen Alice’s Star system. Grendel is largely unexplored, an uninhabitable world in the next orbit out from the human colony world of Beowulf. Salvage rights are a concept in maritime law, that were later extended into outer space. These laws...   [click here for more]
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2300AD: Terror's Lair

2300AD: Terror's Lair


You, American Marshal Obadiah Thomas, have been assigned to capture Felix Berthold. When the Ann Arbor arrived at Earth’s orbital station, all passengers going on to Tirane transferred to the New Orleans, another passenger liner. You have joined them undercover as a nanoelectronics parts salesman. The New Orleans will be in Earth orbit for only another six hours, finishing...   [click here for more]
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2300AD: The Tricolore's Shadow

2300AD: The Tricolore's Shadow


The players are hired to perform a simple survey mission; however, the presence of a downed French satellite, trigger-happy militia, and the machinations of governments at the highest level will ensure this mission turns out to be anything but simple. Fleeing for safety, the players will have to avoid the governments of Beta Canum-4 as they try to get off-world. ...   [click here for more]
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2300AD: Tools for Frontier Living

2300AD: Tools for Frontier Living


Packed full of essential equipment and tools for players venturing out to the far frontier, this book will be a vital companion for any game for 2300AD. From a detailed look at various colonies situated far from civilisation to the ships that supply them, Tools from Frontier Living is also a firm resource for weapons, tools, vehicles and other necessities that could mean the difference between life...   [click here for more]
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Adventure 2: Prison Planet

Adventure 2: Prison Planet


At some point in time, every Games Master will need this adventure - after all, it is the lot of players to constantly get into trouble with the law, and one day they will cross the line. . . Featuring an entire planetary prison, Prison Planet will integrate new arrivals into a life behind bars, working dangerous mines, surviving feuding factions and, possibly, allow an escape. With two different...   [click here for more]
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Adventure 3: Trillion Credit Squadron

Adventure 3: Trillion Credit Squadron


The fighting arms of the navy are the core of those organisations and Adventure 3: Trillion Credit Squadron allows players to construct, deploy and engage these fleets. This book takes what was presented in Book 2: High Guard and pushes further into the organisation and building of capital ships, the equipment they use, and the locales they fight within. The assets available to...   [click here for more]
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Adventure 4: Into the Unknown

Adventure 4: Into the Unknown


Into the Unknown casts the players as Exploratory Scouts on board the IISS Spartan Wainwright, a Donosev-class Survey Scout. Their mission is to conduct a Class IVb survey of system N-83-Aleph and confirm an overview of the system obtained from pre-jump assessment phases conducted earlier and survey in detail any potentially inhabitable planets. While there, they will uncover the descendants of a...   [click here for more]
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Alien Module 5: Solomani

Alien Module 5: Solomani


When the Ancients visited Terra millennia ago, they seeded humaniti among the stars. Those who were left behind were the Solomani and when they finally achieved jump travel, found the worlds around them already populated – it was the Solomani who toppled the Vilani Imperium, established the Rule of Man and brought on the Long Night. This book investigates the Solomani, their empire, technology...   [click here for more]
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Alpha Crucis Sector

Alpha Crucis Sector


Alpha Crucis sector is located directly to trailing of the Solomani Rim. The majority of this sector lies within the Solomani Confederation but two entire subsectors and sections of three others were captured by the Imperium in the Solomani Rim War. These worlds remain under Imperial occupation. Active Solomani guerrilla movements supported by factions in the Solomani Confederation have prevented...   [click here for more]
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Aramis: The Traveller Adventure

Aramis: The Traveller Adventure


At the very fringe of the Imperium, in a backwater corner of the Spinward Marches, the Aramis subsector has been an undeveloped and often ignored part of Imperial society for generations. Recently, however, the alien vargr living just across the Imperial border have begun to acquire a taste for the subsector’s exotic and excellent agricultural products, and increased trade is beginning to bring...   [click here for more]
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Arcania of Legend: Blood Magic

Arcania of Legend: Blood Magic


The first in a new Open Content series for the Legend RPG, Arcania of Legend books will introduce different forms of magic into your games, allowing you to pick and choose which is right for characters and worlds alike. It starts with Blood Magic… This tome examines the beliefs and uses of life force in cultural magic, offering rules, spells and supernatural creatures which thrive upon it....   [click here for more]
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Arcania of Legend: Elementalism

Arcania of Legend: Elementalism


Common magical lore divides physical existence into four basic elements; Air, Earth, Fire, and Water. By manipulating these elements, Elementalists create some of the most spectacular effects of magic, raising walls of stone around themselves or raining fiery death upon their enemies. Unlike practitioners of common magic who barely touch the power of the elements and Priests whose powers come from...   [click here for more]
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Beneath an Opal Moon

Beneath an Opal Moon


Beneath and Opal Moon is an introductory scenario for Samurai of Legend characters. It takes place in an isolated village in a southern Honshu province and is designed for between three and five characters, which can be samurai, sōhei, a mixture of the two and include a priest. The scenario should provide a couple of strong sessions of play and produce ideas for future adventures. ...   [click here for more]
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Boot Camp

Boot Camp


'You are Troopers when I say you are Troopers. Not one moment before. And until I believe you fit to carry on that fine tradition, you are nothing. Less than nothing.’ ‘I will break you and mangle you and grind you beneath my boots. You will beg to be released. You will beg for death – for anything that might save you from me. And I will let you go. Because I don't want...   [click here for more]
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Cities of Legend: Skarr - City of Orcs

Cities of Legend: Skarr - City of Orcs


Home to over 25,000 rampaging orcs, Skarr is a city of pure brutality, a place of nightmare that even the bravest Adventurer will fear to tread. Built from the ruins of an ancient dwarven stronghold the orcs themselves destroyed, the hordes of Skaar range for miles in every direction, bringing slaughter and misery to any community unfortunate enough to be within range of their predations. Inside...   [click here for more]
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Crusades of Valour

Crusades of Valour


Using the information in this d20 sourcebook, you can introduce religious conflict into your campaign world as both a background and foreground element for all levels of play. Low level characters can take part in crusades, joining an army or signing up to one of the crusader orders. At mid-level they can undertake special missions to capture or destroy a temple of another cult, as well as lead entire...   [click here for more]
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Deneb Sector

Deneb Sector


Continuing the great exploration of the Third Imperium, Deneb Sector provides new ground for your players to explore, colonise and capitalise! Part of the Great Rift, Deneb Sector is nevertheless a vitally important link in the Imperium, forming the major route between the Imperial Core and the Spinward Marches. Those from the core see the sector as barbaric while those in the Marches view it as...   [click here for more]
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Encyclopaedia Arcane Abjuration

Encyclopaedia Arcane Abjuration


As with anything that seems purely defensive, the school of abjuration is often thought to be weak. This could not be further from the truth. Magic is a powerful force, capable of slaying a healthy warrior with a single word or laying waste to an entire city. Mundane defences are incapable of repelling just force. Only the spells of abjuration offer resistance to this might, which makes abjuration...   [click here for more]
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Encyclopaedia Arcane Battle Magic

Encyclopaedia Arcane Battle Magic


Battle magic is about pushing magic to its absolute destructive limits, turning each arcane phrase into a death sentence and every claw-fingered gesture into a deadly magical assault. Make no mistake – battle magic is about mayhem and death, ensuring your opponents are made to pay for their presumption to challenge your arcane might. Whether you wish to deliver death from afar, firing off massive...   [click here for more]
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Encyclopaedia Arcane Blood Magic

Encyclopaedia Arcane Blood Magic


The ancient practice of blood magic has been outlawed in many civilised societies, for though it allows access to staggering levels of magical power the price can be very high. Savage tribes often respect blood magic, though even they tend to fear and avoid it where possible – its power is the stuff of legend, to be invoked only by those who expect to achieve great things or die in the attempt....   [click here for more]
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Encyclopaedia Arcane Chaos Magic

Encyclopaedia Arcane Chaos Magic


Chaos magic is not for the faint hearted - those unwilling or unable to maintain the daring or force of will necessary to harness great, unwieldy energies will find themselves destroyed by the very power they sought. The true unfortunates will end their days locked into forms never meant for mortal eyes, let alone mortal flesh. Many are the failed practitioners of this art, and their wildly deformed...   [click here for more]
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Encyclopaedia Arcane Chronomancy

Encyclopaedia Arcane Chronomancy


A forgotten art, a mystery to even the most powerful archmage, chronomancy is a dark corner of magic, in which few dare to tread. Wizards and sorcerers understand chronomancy as the simple manipulation of time through arcane magic. These ignorant fools take the sacred name of chronomancy in vain, having no idea of the forces they could unleash with their meddling. Chronomancy is far more than the control...   [click here for more]
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Encyclopaedia Arcane Compendium, Volume I

Encyclopaedia Arcane Compendium, Volume I


Encyclopaedia Arcane Compendium: Volume I brings together four great Encyclopaedia Arcane titles together for the first time. Demonology, Necromancy, Battle Magic and the all-new Transmutation. Demonology: Taking your mage along the path of summoning beasts from other planes, sworn to do your bidding but intent on taking your soul. Can you skate the line that separates power from disaster? Necromancy:...   [click here for more]
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Encyclopaedia Arcane Components and Foci

Encyclopaedia Arcane Components and Foci


This volume presents the first serious study of the long-neglected questions of why material components are used in spells, what logic governs their use and whether or not it is possible to change them. Looking at the typical components used in arcane spells and outlining the key principles on which they work. An exhaustive treatment of the standard arcane spells is then provided which will inject...   [click here for more]
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Encyclopaedia Arcane Conjuration

Encyclopaedia Arcane Conjuration


Conjuration, the art of calling something forth from nothing, is a magic of infinite potential due simply to its very nature. To conjure is to reach past the empty spaces of this world and summon the heart’s desires from beyond. This kind of power can not be overstated or underestimated. To master conjuration is to never be alone, to never face a situation without aid. When one can instantly...   [click here for more]
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Encyclopaedia Arcane Constructs

Encyclopaedia Arcane Constructs


Golems wait silently in dungeon corridors, ready to apprehend unwary adventurers who dare defile their former master’s sanctum. Shield guardians follow their owners faithfully, interposing themselves between the holder of their amulet and anything that would bring him harm. Homunculi fly forth, powered by their creator’s lifeblood into a grotesque mockery of life. All of these constructs,...   [click here for more]
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Encyclopaedia Arcane Crossbreeding

Encyclopaedia Arcane Crossbreeding


An owlbear paces round and round the dry moat encircling the wizard’s castle, seeking any creature foolish enough to have entered the moat willingly or unfortunate enough to have been thrown there by the wizard’s minions. Up in the wizard’s stables a pair of night-black pegasi nicker nervously, as they always do when they hear the owlbear’s hungry cries. Their oversized ravens’...   [click here for more]
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Encyclopaedia Arcane Demonology

Encyclopaedia Arcane Demonology


Welcome, mortal, to the Dark Road. Within these secret pages you will find the most forbidden knowledge of all - that of summoning, binding and ultimately controlling the demons, devils and fiends of the infernal planes. This book is not for the faint of heart for only the strongest of wills may dare to dabble in the blackest art of all. The perils are great and the dangers terrifying but for those...   [click here for more]
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Encyclopaedia Arcane Divination

Encyclopaedia Arcane Divination


There are many schools of magic. Some, such as Evocation, are combat oriented and the province of wizards who hurl deadly fire at their foes and wreathe the battlefield with lightning. Others, such as Transmutation, are the domain of those seeking to explore the many forms of reality and how they can be bent and reshaped. Still others are much subtler; the school of Abjuration, for example, is a generally...   [click here for more]
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Encyclopaedia Arcane Dragon Magic

Encyclopaedia Arcane Dragon Magic


Every wizard, sorcerer and bard knows deep within that his abilities are a pale imitation of the true power that dragons embody, and every new avenue of research is an attempt to find the original path of magic. Dragons continue to practice their arts, looking at the mortals trying to reach beyond their own limits with amusement, worry or admiration. Some of these magnificent beasts even teach their...   [click here for more]
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Encyclopaedia Arcane Drow Magic

Encyclopaedia Arcane Drow Magic


There are monsters in the deep, beasts whose flesh is perfect obsidian, whose eyes shine like midnight stars and who yearn to hunt again beneath the open sky. These beasts are the drow, and it is their doom to never again feel the light and warmth of the sun, until such time as the elven gods are thrown down and all their favoured children slain. The cities of the drow spread like a cancer through...   [click here for more]
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Encyclopaedia Arcane Elementalism

Encyclopaedia Arcane Elementalism


Common arcane lore divides physical existence in four basic elements: Air, Earth, Fire and Water. By manipulating these elements, arcane spellcasters create some of the most spectacular effects of magic, raising walls of stone around them or raining fiery death upon their enemies. Unlike druids, who control nature’s resources out of a pact of mutual respect, wizards and sorcerers master the raw...   [click here for more]
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Encyclopaedia Arcane Enchantment

Encyclopaedia Arcane Enchantment


You wish to study enchantment with me? Are you certain you understand what it is you ask? The school of enchantment specialises in a very powerful but very personal form of magic, making people, places and things affect the minds of others in ways that can be very intimate indeed. With this magic you can make someone fall in love, pledge devotion to a task, or defend a place with his very life. Enchantment,...   [click here for more]
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Encyclopaedia Arcane Familiars

Encyclopaedia Arcane Familiars


Familiars have long been a part of the arcane tradition and their fabled past has been portrayed in many a yarn, old and new. They are depicted in the tales as dedicated servants, faithful confidants, and in some cases as unwavering soul mates, but no matter how they are described one thing is certain: familiars are more than just simple companions to keep your feet warm on a cold winter’s night....   [click here for more]
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Encyclopaedia Arcane Illusionism

Encyclopaedia Arcane Illusionism


Illusionism has always been seen as a weaker form of magic, a school to be ridiculed rather than studied by most self-respecting mages. However, this book shall reveal that illusionism is neither to be scoffed at nor to be trifled with. At its heart, illusionism is the art of deception, be it benign or malicious in nature. It alters another’s perceptions and tricks their senses. Those affected...   [click here for more]
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Encyclopaedia Arcane Necromancy

Encyclopaedia Arcane Necromancy


Throughout the civilised lands of man, dwarf and elf, the practice of necromancy is universally shunned, its knowledge suppressed and its practitioners persecuted. Only now, with the advent of Necromancy – Beyond the Grave, are the darkest secrets of this terrible and frightening magic finally revealed. One skilled in wizardry or sorcery may use this tome, for good or ill, and tap the powers...   [click here for more]
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Encyclopaedia Arcane Sovereign Magic

Encyclopaedia Arcane Sovereign Magic


The wizard is an archetype of power. With courage and discipline he ventures into forbidden mysteries, learning the spells which may melt down reality and remould it closer to his heart’s desire. Once the heady heights of ninth level spellcasting are attained, the magician is believed to be at the apex of his power. However, there are those for whom this is just the beginning. These are the...   [click here for more]
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Encyclopaedia Arcane Star Magic

Encyclopaedia Arcane Star Magic


Mortals look up at the midnight sky and see the stars, eternal and changeless. They have worshipped them, feared them, hidden from them and tried to understand them. They are the one constant promise that, in a world of constant chaos, there is something innately ordered and beautiful about the universe. Star magic is a school of magic that harnesses the hidden order of the universe. In form, it...   [click here for more]
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Encyclopaedia Arcane Tomes and Libraries

Encyclopaedia Arcane Tomes and Libraries


Although wizards and libraries are so often connected, very little time has been spent on exploring the function and powers of the library. Libraries usually turn up as scenic backdrops or repositories for purely magical resources, whereas there are more potentially useful books in a library than there are supplies in an adventuring gear shop. We will therefore be taking a long overdue stroll down...   [click here for more]
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Encyclopaedia Arcane: Nymphology

Encyclopaedia Arcane: Nymphology


Encyclopaedia Arcane: Nymphology - Blue Magic. This is truly the book we could never print. Ever. It is just too full of naughtiness and innuendo to appear on the shelves of your local retail store. As such, this instalment of the Encyclopaedia Arcane, Nymphology, is only available from RPGNow.com, where you must be old enough to possess a credit card in order to purchase it. If you are easily...   [click here for more]
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Encyclopaedia Divine Fey Magic

Encyclopaedia Divine Fey Magic


The fey – also known as faerie, or fair folk – are some of the most misunderstood creatures in fantasy games. Some view them as harmless sprites living in the depths of sylvan woods; others see them as vindictive creatures with limitless power who steal children and play cruel and even lethal pranks on those that cross their path. The truth, as might be expected of such an enigmatic race,...   [click here for more]
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Encyclopaedia Divine Shamans

Encyclopaedia Divine Shamans


It is said that when the gods created the world, they gently blew life into it, awakening the conscience in every piece of their work. Trees, rocks, rivers, fire, wind, mountains… all of them received the holy breath, and all of them worshipped the gods before the first race set foot on the face of the world. They were the animae, the souls of all things: the spirits. These beings are the heart...   [click here for more]
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Encyclopaedia Psionica World Shapers

Encyclopaedia Psionica World Shapers


In the minds of all sentient creatures lies the potential to change the world. Every thought, every action resonates throughout reality. Actions and thoughts intersect, collide, contradict, and merge together to form the fabric of cause and effect that make up ‘reality’ as people understand it. Most people express their power to change the world though their bodies. They take up swords...   [click here for more]
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Epic Monsters

Epic Monsters


Epic Monsters. The name really does say it all. This tome is the perfect resource for games masters whose campaigns are nearing epic levels of play and need additional support to take their campaign beyond 20th level. With a veritable plethora of tremendously powerful creatures detailed within, Epic Monsters is the definitive source of challenges for the emerging epic level campaign....   [click here for more]
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Fleets of the Fading Suns

Fleets of the Fading Suns


The first supplement for A Call to Arms: Noble Armada arrives. Players using fleets from the Royal Houses will be treated to new vessels specific to their Houses, variant troop types and rules for psychics and theurgics. In addition, four completely new fleets are detailed, complete with background material that places them firmly in the Fading Suns universe. From the Known Worlds, the Church fleets...   [click here for more]
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Gvurrdon Sector

Gvurrdon Sector


Gvurrdon Sector is dominated by numerous Vargr governments and it borders with both the Imperium and the Zhodani Consulate, resulting in a region of diverse cultures, political unrest, volatile trade and frequent raids. Such a place might seem chaotic and unstable to Imperium and Zhodani citizens, but to the Vargr it is simply their way of life. The sector is part of the Vargr Extents, spanning the...   [click here for more]
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